I'm using libgdx in java android studio. i have just started. i'm working on android phone. i not using any cameras. all i want is a sprite bounce of all four sides of the screen without tapping. i tried many codes i thought would work but nope. i hope u guys can help me. I'm expecting an answer soon as possible. Thanks
this is what i have:
SpriteBatch batch;
Texture background;
Sprite backgroundsprite;
Sprite ballsprite;
Texture line;
Texture ballimg;
BitmapFont credits;
BitmapFont input;
BitmapFont play;
float dt;
String string = "";
float ballx;
float bally;
float speedx;
float speedy;
Rectangle screenrect;
Rectangle ballrect;
float screenLeft ;
float screenBottom ;
float screenTop ;
float screenRight ;
#Override
public void create() {
batch = new SpriteBatch();
speedx = 5f * dt;
speedy = 5f * dt;
createsprite();
createbackground();
createtext();
ballx = ballsprite.getX();
bally = ballsprite.getY();
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
dt = Gdx.graphics.getDeltaTime();
ballsprite.setPosition(ballx + speedx,ballsprite.getY());
ballsprite.translateX(speedx);
float left = ballrect.getX();
float bottom = ballrect.getY();
float top = bottom + ballrect.getHeight();
float right = left + ballrect.getWidth();
if(left < screenLeft) {
string = "left";
speedx = 5f*dt;
}
if(right > screenRight)
{
string = "right";
speedx = -5f*dt;
}
if(bottom < screenBottom)
{
string = "bottom";
}
if(top > screenTop)
{
string = "top";
}
batch.begin();
backgroundsprite.draw(batch);
ballsprite.draw(batch);
rendertext();
batch.end();
}
public void createbackground() {
background = new Texture("images/BackgroundGodwin.jpg");
backgroundsprite = new Sprite(background);
backgroundsprite.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
screenrect = new Rectangle(0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
screenLeft = screenrect.getX();
screenBottom = screenrect.getY();
screenTop = screenBottom + screenrect.getHeight();
screenRight = screenLeft + screenrect.getWidth();
}
public void createsprite() {
ballimg = new Texture("images/SpriteGodwin.png");
ballsprite = new Sprite(ballimg);
ballsprite.setScale(0.65f);
ballsprite.setPosition(Gdx.graphics.getWidth()/3,Gdx.graphics.getHeight()/2);
ballrect = new Rectangle(ballsprite.getBoundingRectangle());
}
#Override
public void dispose() {
batch.dispose();
ballimg.dispose();
background.dispose();
credits.dispose();
play.dispose();
input.dispose();
line.dispose();
}
public void createtext(){
play = new BitmapFont(Gdx.files.internal("fonts/realfont.fnt"));
play.setColor(com.badlogic.gdx.graphics.Color.GOLD);
credits = new BitmapFont(Gdx.files.internal("fonts/realfont.fnt"));
credits.setColor(com.badlogic.gdx.graphics.Color.GOLD);
input = new BitmapFont(Gdx.files.internal("fonts/realfont.fnt"));
input.setColor(com.badlogic.gdx.graphics.Color.OLIVE);
}
public void rendertext() {
credits.draw(batch, "Maded", Gdx.graphics.getWidth() / 7 - 50, Gdx.graphics.getHeight() / 9);
play.draw(batch, "Touch the Screen to play!!", Gdx.graphics.getWidth() / 2 - 175, Gdx.graphics.getHeight() - 80);
input.draw(batch, string, Gdx.graphics.getWidth() / 2 - 160, Gdx.graphics.getHeight() - 120);
}
}
I made a very simple version of what you want:
public class BouncyGame extends ApplicationAdapter {
SpriteBatch batch;
Texture ball;
float speedX = 3f;
float speedY = 3f;
int x;
int y;
#Override
public void create () {
batch = new SpriteBatch();
ball = new Texture("ball.png");
x = Gdx.graphics.getWidth()/2;
y = Gdx.graphics.getHeight()/2;
}
#Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//When the ball's x position is on either side of the screen.
//The width of the sprite is taken into account.
if (x > Gdx.graphics.getWidth() - ball.getWidth()/2 || x < 0 + ball.getWidth()/2) {
//Here we flip the speed, so it bonces the other way.
speedX = -speedX;
}
//Same as above, but with on the y-axis.
if (y > Gdx.graphics.getHeight() - ball.getHeight()/2 || y < 0 + ball.getHeight()/2) {
speedY = -speedY;
}
//Move the ball according to the speed.
x += speedX;
y += speedY;
batch.begin();
//Draw the ball so the center is at x and y. Normally it would be drawn from the lower left corner.
batch.draw(ball, x - ball.getWidth()/2, y - ball.getHeight()/2);
batch.end();
}
}
It will result in the following:
http://gfycat.com/TatteredCarefreeHapuku
There are numerous ways to improve this code, you could for example use vectors, and I wouldn't recommend using it in your final product, but it might help you figure out how to do something like this for your own project.
Related
How to deal with different sizes of frames? If I setBounds(0, 0, 100, 100) in constructor then some frames are smaller but if I update it then frames are moved to left and up. How to make that every frame will be in the same place?
mayby you can see it
http://imgur.com/a/AN8Gc
public class Player extends Sprite{
//floats
private float animationTimer;
//box2d variables
public World world;
public Body body;
//enums
public enum State{STANDING, MOVING, SHOOTING, RELOAD, MALEE_ATTACK}
public State currentState;
public State previousState;
//booleans
boolean shoot;
boolean reload;
boolean maleeAttack;
private TextureRegion region;
public PlayScreen playScreen;
public Player(PlayScreen playScreen){
this.playScreen = playScreen;
this.world = playScreen.getWorld();
definePlayer();
animationTimer = 0;
region = Assets.instance.playerAssets.idleAniamtion.getKeyFrame(animationTimer);
setRegion(region);
setBounds(0, 0, getRegionWidth() / Constants.PPM, getRegionHeight() / Constants.PPM);
setPosition(0, 0);
currentState = State.STANDING;
previousState = State.STANDING;
shoot = false;
reload = false;
maleeAttack = false;
}
public void definePlayer(){
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(100 / Constants.PPM, 100 / Constants.PPM);
bodyDef.type = BodyDef.BodyType.DynamicBody;
body = world.createBody(bodyDef);
FixtureDef fixtureDef = new FixtureDef();
CircleShape shape = new CircleShape();
shape.setRadius(50 / Constants.PPM);
fixtureDef.shape = shape;
body.createFixture(fixtureDef).setUserData(this);
body.setLinearDamping(Constants.LINEAR_DAMPING);
}
public void update(float delta){
region = Assets.instance.playerAssets.idleAniamtion.getKeyFrame(animationTimer);
setRegion(getFrame(delta));
moving();
//rotate();
}
public void moving(){
setPosition(body.getPosition().x - getWidth() / 2, body.getPosition(). y - getHeight() / 2);
//setBounds(0, 0, getRegionWidth() / Constants.PPM, getRegionHeight() / Constants.PPM); update bounds
if (input.isKeyPressed(Input.Keys.W) && body.getLinearVelocity().y < 5){
body.applyLinearImpulse(new Vector2(0, 1), body.getWorldCenter(), true);
}
if (input.isKeyPressed(Input.Keys.S) && body.getLinearVelocity().y > -5){
body.applyLinearImpulse(new Vector2(0, -1), body.getWorldCenter(), true);
}
if (input.isKeyPressed(Input.Keys.D) && body.getLinearVelocity().x < 5){
body.applyLinearImpulse(new Vector2(1, 0), body.getWorldCenter(), true);
}
if (input.isKeyPressed(Input.Keys.A) && body.getLinearVelocity().x > -5){
body.applyLinearImpulse(new Vector2(-1, 0), body.getWorldCenter(), true);
}
if (Gdx.input.isKeyPressed(Input.Keys.R)){
reload = true;
}
if (Gdx.input.isKeyPressed(Input.Keys.F)){
maleeAttack = true;
}
if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)){
shoot = true;
}
}
public TextureRegion getFrame(float delta){
TextureRegion region;
currentState = getState();
switch (currentState){
case MOVING:
region = Assets.instance.playerAssets.moveAnimation.getKeyFrame(animationTimer);
break;
case SHOOTING:
maleeAttack = false;
region = Assets.instance.playerAssets.shootAniamtion.getKeyFrame(animationTimer);
if (Assets.instance.playerAssets.shootAniamtion.isAnimationFinished(animationTimer)){
shoot = false;
}
break;
case RELOAD:
region = Assets.instance.playerAssets.reloadAnimation.getKeyFrame(animationTimer);
if (Assets.instance.playerAssets.reloadAnimation.isAnimationFinished(animationTimer)){
reload = false;
}
break;
case MALEE_ATTACK:
region = Assets.instance.playerAssets.maleeAttackAnimation.getKeyFrame(animationTimer);
if (Assets.instance.playerAssets.maleeAttackAnimation.isAnimationFinished(animationTimer)) {
maleeAttack = false;
}
break;
default:
region = Assets.instance.playerAssets.idleAniamtion.getKeyFrame(animationTimer);
break;
}
animationTimer = currentState == previousState ? animationTimer + delta : 0;
previousState = currentState;
return region;
}
public State getState(){
if ((body.getLinearVelocity().x > 1 || body.getLinearVelocity().x < -1 || body.getLinearVelocity().y > 1 || body.getLinearVelocity().y < - 1) && !reload && !shoot && !maleeAttack){
return State.MOVING;
}
if (shoot && !reload){
return State.SHOOTING;
}
if (reload && !maleeAttack){
return State.RELOAD;
}
if (maleeAttack){
return State.MALEE_ATTACK;
}
else {
return State.STANDING;
}
}
public Vector2 getMousePosition(){
Vector2 mousePosition;
mousePosition = playScreen.getViewport().unproject(new Vector2(Gdx.input.getX(), Gdx.input.getY()));
return mousePosition;
}
public float getMouseAngle(){
float angle = (float) Math.atan2(getMousePosition().y - body.getPosition().y, getMousePosition().x - body.getPosition().x);
return angle;
}
public void rotate(){
setOrigin(getWidth() / 2, getHeight() / 2 );
setRotation((float) (getMouseAngle() * (180/Math.PI)));
body.setTransform(body.getPosition(), getMouseAngle());
}
}
To avoid the resizing of the texture just create a variable size used to set the bounds. The bound needs to set every frame.
public class Player extends Sprite {
private Body body;
private Vector2 size;
public Player(){
this.size = new Vector2( getRegionWidth() / Constants.PPM, getRegionHeight() / Constants.PPM );
}
public void update( float delta ){
Vector2 position = body.getPosition();
setRegion( getFrame( delta ) );
setRotation( MathUtils.radDeg * body.getAngle() );
setBounds( position.x, position.y, size.x, size.y );
setOriginCenter();
}
public void rotate(){
this.body.setTransform( body.getPosition(), getMouseAngle() );
}
}
You need to use the additional data information a TextureAtlas provides as an AtlasRegion.
One complete animation should have the same (width/height) size for each keyframe. Pick a size where the biggest keyfarme fits into. Also be aware of positioning correctly. Have the same pivot point for each keyframe.
To avoid wasting space when packing your TextureAtlas enable "trim" function. Should be supported by any TexturePacker Tool out there.
The texture data file (for libGDX) then has entries like this:
walk_animation
rotate: false
xy: 794, 235
size: 86, 109
orig: 160, 170
offset: 37, 22
index: 5
Use the AtlasRegion to draw things at the correct size and position:
float width = 400; // pick your size here
float height = 300;
float offsetPctX = atlasRegion.offsetX / atlasRegion.originalWidth;
float offsetPctY = atlasRegion.offsetY / atlasRegion.originalHeight;
float scaleWidth = (float) atlasRegion.packedWidth / atlasRegion.originalWidth;
float scaleHeight = (float) atlasRegion.packedHeight / atlasRegion.originalHeight;
float drawWidth = width * scaleWidth;
float drawHeight = height * scaleHeight;
float regionOffsetX = offsetPctX * width;
float regionOffsetY = offsetPctY * height;
float drawScaleX = 1; // adjust to your needs
float drawScaleY = 1;
float drawOriginX = 0; // adjust to tour needs
float drawOriginY = 0;
float drawRotation = false;
float x = 100 + offsetX + regionOffsetX; // adjust to your needs
float y = 100 + offsetY + regionOffsetY;
spriteBatch.draw(atlasRegion, x, y, drawOriginX, drawOriginY, drawWidth, drawHeight, drawScaleX, drawScaleY, drawRotation);
Excuse the basic question, just getting into the guts of LibGDX
I'm creating a radial bar to show my countdown timer
I've found some code that does what I need it to, the problem is the radial sprite's positioning. I can't seem to get it to center in the Image object (Since it seems to be ignoring the Image's local coordinates and is defaulting to the stage's) so 0,0 places it close to the bottom left of my screen.
I've tried using a localtoStage and vice versa to calculate the correct positions, but that doesn't seem to give me the right values either.
Please advise
package com.goplayplay.klpoker.CSS.Classes;
import com.badlogic.gdx.graphics.g2d.*;
import com.badlogic.gdx.math.EarClippingTriangulator;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.utils.ShortArray;
public class ProgressCircle extends Image {
TextureRegion texture;
PolygonSpriteBatch polyBatch;
Vector2 center;
Vector2 centerTop;
Vector2 leftTop;
Vector2 leftBottom;
Vector2 rightBottom;
Vector2 rightTop;
Vector2 progressPoint;
float[] fv;
IntersectAt intersectAt;
public ProgressCircle(TextureRegion region, PolygonSpriteBatch polyBatch) {
super(region);
this.texture = region;
this.polyBatch = polyBatch;
center = new Vector2(this.getWidth() / 2, this.getHeight() / 2);
centerTop = new Vector2(this.getWidth() / 2, this.getHeight());
leftTop = new Vector2(0, this.getHeight());
leftBottom = new Vector2(0, 0);
rightBottom = new Vector2(this.getWidth(), 0);
rightTop = new Vector2(this.getWidth(), this.getHeight());
progressPoint = new Vector2(this.getWidth() / 2, this.getHeight() / 2);
setPercentage(0);
}
private Vector2 IntersectPoint(Vector2 line) {
Vector2 v = new Vector2();
boolean isIntersect;
//check top
isIntersect = Intersector.intersectSegments(leftTop, rightTop, center, line, v);
//check bottom
if (isIntersect) {
intersectAt = IntersectAt.TOP;
return v;
} else isIntersect = Intersector.intersectSegments(leftBottom, rightBottom, center, line, v);
//check left
if (isIntersect) {
intersectAt = IntersectAt.BOTTOM;
return v;
} else isIntersect = Intersector.intersectSegments(leftTop, leftBottom, center, line, v);
//check bottom
if (isIntersect) {
intersectAt = IntersectAt.LEFT;
return v;
} else isIntersect = Intersector.intersectSegments(rightTop, rightBottom, center, line, v);
if (isIntersect) {
intersectAt = IntersectAt.RIGHT;
return v;
} else {
intersectAt = IntersectAt.NONE;
return null;
}
}
public void setPercentage(float percent) {
//100 % = 360 degree
//==> percent % => (percent * 360 / 100) degree
float angle = convertToRadians(90); //percent = 0 => angle = -90
angle -= convertToRadians(percent * 360 / 100);
float len = this.getWidth() > this.getHeight() ? this.getWidth() : this.getHeight();
float dy = (float) (Math.sin(angle) * len);
float dx = (float) (Math.cos(angle) * len);
Vector2 line = new Vector2(center.x + dx, center.y + dy);
Vector2 v = IntersectPoint(line);
if (intersectAt == IntersectAt.TOP) {
if (v.x >= this.getWidth() / 2)
{
fv = new float[]{
center.x,
center.y,
centerTop.x,
centerTop.y,
leftTop.x,
leftTop.y,
leftBottom.x,
leftBottom.y,
rightBottom.x,
rightBottom.y,
rightTop.x,
rightTop.y,
v.x,
v.y
};
} else {
fv = new float[]{
center.x,
center.y,
centerTop.x,
centerTop.y,
v.x,
v.y
};
}
} else if (intersectAt == IntersectAt.BOTTOM) {
fv = new float[]{
center.x,
center.y,
centerTop.x,
centerTop.y,
leftTop.x,
leftTop.y,
leftBottom.x,
leftBottom.y,
v.x,
v.y
};
} else if (intersectAt == IntersectAt.LEFT) {
fv = new float[]{
center.x,
center.y,
centerTop.x,
centerTop.y,
leftTop.x,
leftTop.y,
v.x,
v.y
};
} else if (intersectAt == IntersectAt.RIGHT) {
fv = new float[]{
center.x,
center.y,
centerTop.x,
centerTop.y,
leftTop.x,
leftTop.y,
leftBottom.x,
leftBottom.y,
rightBottom.x,
rightBottom.y,
v.x,
v.y
};
} else // if (intersectAt == IntersectAt.NONE)
{
fv = null;
}
}
//
#Override
public void draw(Batch batch, float parentAlpha) {
// super.draw(batch, parentAlpha);
if (fv == null) return;
batch.end();
drawMe();
batch.begin();
}
public void drawMe() {
Vector2 acc = new Vector2();
acc.set(getWidth() / 2, getHeight() / 2);
localToStageCoordinates(acc);
EarClippingTriangulator e = new EarClippingTriangulator();
ShortArray sv = e.computeTriangles(fv);
PolygonRegion polyReg = new PolygonRegion(texture, fv, sv.toArray());
PolygonSprite poly = new PolygonSprite(polyReg);
poly.setOrigin(this.getOriginX(), this.getOriginY());
poly.setPosition(this.getX(), this.getY());
// poly.setPosition(acc.x, acc.y); //Attempting to calculate correct positioning - Doesnt work
poly.setRotation(this.getRotation());
poly.setColor(this.getColor());
polyBatch.begin();
poly.draw(polyBatch);
polyBatch.end();
}
float convertToDegrees(float angleInRadians) {
float angleInDegrees = angleInRadians * 57.2957795f;
return angleInDegrees;
}
//-----------------------------------------------------------------
float convertToRadians(float angleInDegrees) {
float angleInRadians = angleInDegrees * 0.0174532925f;
return angleInRadians;
}
public enum IntersectAt {
NONE, TOP, BOTTOM, LEFT, RIGHT
}
}
You forgot to set the camera's projection matrix on the polygon batch. You can get a copy of it from the Batch that's passed in:
public void draw(Batch batch, float parentAlpha) {
// super.draw(batch, parentAlpha);
if (fv == null) return;
batch.end();
drawMe(batch.getProjectionMatrix());
batch.begin();
}
public void drawMe(Matrix4 projection) {
polyBatch.setProjectionMatrix(projection);
//...
}
Or more simply, you can use a PolygonBatch as your Stage's batch, so you don't have to be swapping batches:
stage = new Stage(myViewport, new PolygonBatch());
//...
public void draw(Batch batch, float parentAlpha) {
// super.draw(batch, parentAlpha);
if (fv == null) return;
//don't need to call begin and end on the batch
drawMe((PolygonBatch)batch);
}
public void drawMe(PolygonBatch polyBatch) {
//...
//don't need to call begin or end on the batch
}
By the way, your drawMe method instantiates quite a few objects, some large. You should avoid this if you have more than a few actors that do this, or you'll get stutters from the GC. Try to instantiate objects only once in the constructor and reuse them.
to start off, I'm making a simple game in Java that involves a blue rectangle that can be moved with arrow keys and seven falling circles of varying color, radius, and falling speed. Essentially, whenever the rectangle comes in contact with one of these circles, the rectangle will "lose" a life, which will be indicated by 3 rectangles on the top right of a JFrame that I haven't drawn yet. Every time the rectangle is hit by one of these circles, one of the rectangles will disappear, and when the blue rectangle is hit once more, a red "Game Over" text will appear in the middle of the frame.
Now then, although I'm having trouble getting the colors and speed to randomize each time the circles hit the bottom, I'll leave those for a future question. My main concern is the hit detection between the circles and the blue rectangle. I know that I need to define a certain method, but I'm unsure on how to go about doing it, and how to test it for each of the seven circles over and over while they're falling and having their Y value constantly change.
How could I go about doing this? Anyway, here's my main and circles classes for this project. I'm aware that there's a lot of junk code that isn't being used in the main class as well. I'll clean it up after I just figure this out.
**Main class (Keyexample)
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.Random;
public class Keyexample extends JPanel implements ActionListener, KeyListener{
Timer t = new Timer(5, this);
private Circle[] Circles = new Circle[7];
private javax.swing.Timer t2;
private Circle newc, c1, c2, c3, c4, c5, c6, c7;
double x = 100, y = 100;
double changeX = 0, changeY = 0;
private int cx = 10, cy = 0;
private int newcx = 0, newcy = 0;
private Random rand = new Random();
private Random colorc = new Random();
private int n = rand.nextInt(8);
public keyExample() {
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
Random colorc = new Random();
Random radiusc = new Random();
int r1 = radiusc.nextInt(12);
int r2 = radiusc.nextInt(12);
int r3 = radiusc.nextInt(12);
int r4 = radiusc.nextInt(12);
int r5 = radiusc.nextInt(12);
int r6 = radiusc.nextInt(12);
int r7 = radiusc.nextInt(12);
Color cc1 = new Color(colorc.nextInt(255), colorc.nextInt(255),
colorc.nextInt(255));
Color cc2 = new Color(colorc.nextInt(255), colorc.nextInt(255),
colorc.nextInt(255));
Color cc3 = new Color(colorc.nextInt(255), colorc.nextInt(255),
colorc.nextInt(255));
Color cc4 = new Color(colorc.nextInt(255), colorc.nextInt(255),
colorc.nextInt(255));
Color cc5 = new Color(colorc.nextInt(255), colorc.nextInt(255),
colorc.nextInt(255));
Color cc6 = new Color(colorc.nextInt(255), colorc.nextInt(255),
colorc.nextInt(255));
Color cc7 = new Color(colorc.nextInt(255), colorc.nextInt(255),
colorc.nextInt(255));
//creating the 7 circles and spacing them out
c1 = new Circle(cx, cy, r1, cc1);
c2 = new Circle(cx + 50, cy, r2, cc2);
c3 = new Circle(cx + 100, cy, r3, cc3);
c4 = new Circle(cx + 150, cy, r4, cc4);
c5 = new Circle(cx + 200, cy, r5, cc5);
c6 = new Circle(cx + 300, cy, r6, cc6);
c7 = new Circle(cx + 400, cy, r7, cc7);
Circles[0] = c1;
Circles[1] = c2;
Circles[2] = c3;
Circles[3] = c4;
Circles[4] = c5;
Circles[5] = c6;
Circles[6] = c7;
t2 = new javax.swing.Timer(33, new CircleListener());
t2.start();
}
//painting rectangle and circles
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLUE);
g2.fill(new Rectangle2D.Double(x, y, 40, 40));
for (int i = 0; i < Circles.length; i++){
Color circlecolor = new Color(rand.nextInt(255), rand.nextInt(255),
rand.nextInt(255));
//circle color starts spazzing out here. constantly changing while falling
g2.setColor(circlecolor);
Circles[i].fill(g);
}
}
public void createCircle(){
}
public void actionPerformed(ActionEvent e) {
repaint();
x += changeX;
y += changeY;
changeX = 0;
changeY = 0;
}
private class CircleListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
Random rand = new Random();
int move = 2 + rand.nextInt(10);
int move2 =2 + rand.nextInt(10);
int move3 =2 + rand.nextInt(10);
int move4 =2 + rand.nextInt(10);
int move5 =2 + rand.nextInt(10);
int move6 =2 + rand.nextInt(10);
c1.move(0, n);
position(c1);
c2.move(0, move);
position(c2);
c3.move(0, move2);
position(c3);
c4.move(0, move3);
position(c4);
c5.move(0, move4);
position(c5);
c6.move(0, move5);
position(c6);
c7.move(0, move6);
position(c7);
repaint();
}
public void position(Circle cp) {
int height = getHeight();
int loc = cp.centerX;
int speed = 3 + rand.nextInt(10);
int radiuss = cp.radius;
Rectangle bound = cp.Bounds();
if (bound.topY + bound.width > height){
cp.centerY = 0;
//moving circle back to the top
cp.move(0, speed);
//randomizing speed of circle after moving to top, not working
cp.radius = 5 + rand.nextInt(20);
//randomizing radius of circle after moving to top, does work
}
}
}
public void up() {
if (y != 0){
changeY = -3.5;
changeX = 0;
}
}
public void down() {
if (y <= 350) {
changeY = 3.5;
changeX = 0;
}
}
public void left() {
if (x >=0) {
changeX = -3.5;
changeY = 0;
}
}
public void right() {
if (x <= 550) {
changeX = 3.5;
changeY = 0;
}
}
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
if (code == KeyEvent.VK_UP) {
up();
}
if (code == KeyEvent.VK_DOWN) {
down();
}
if (code == KeyEvent.VK_RIGHT) {
right();
}
if (code == KeyEvent.VK_LEFT) {
left();
}
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
}
**Circle class
import java.awt.*;
import java.util.Random;
public class Circle{
public int centerX, centerY, radius;
public Color color;
public Circle (int x, int y, int r, Color c){
centerX = x;
centerY = y;
radius = r;
Random random = new Random();
}
public void draw(Graphics g){
Color oldColor = g.getColor();
g.setColor(color);
g.drawOval(centerX - radius, centerY - radius, radius * 2, radius * 2);
g.setColor(oldColor);
}
public void fill(Graphics g){
Color oldColor = g.getColor();
g.setColor(color);
g.fillOval(centerX - radius, centerY - radius, radius * 2, radius * 2);
g.setColor(oldColor);
}
public boolean containsPoint(int x, int y){
int xSquared = (x - centerX) * (x - centerX);
int ySquared = (y - centerY) * (y - centerY);
int radiusSquared = radius * radius;
return xSquared + ySquared - radiusSquared <=0;
}
public void move(int xAmount, int yAmount){
centerX = centerX + xAmount;
centerY = centerY + yAmount;
}
public Rectangle Bounds(){
int x = centerX - radius;
int y = centerY - radius;
return new Rectangle(x, y, radius * 2, radius * 2, Color.red);
}
}
You want to break the problem into two parts: the first - see if there is "definitely no collision". This happens when the center of the circle is more than a radius away from the edges. It's a very fast test, and will be true most of the time:
if(left > x + radius ||
right < x - radius ||
etc.) { // no collision }
The second - if you fail this test, you may still not hit. That depends on whether both x and y are sufficient for overlap. Within this, there are two situations:
A corner of the rectangle is inside the circle: easy to compute (distance from one corner to center of circle < r)
An edge is inside the circle. This means that in one direction (say X) the center lies between the edges; and in the other direction an edge is less than radius away.
This is general, without actual code. I assume you can write the code from here.
You can detect collisions by simple if else conditions on the circle's and rectangle's co ordinates on screen.
distance(circle, Rectangle) <= circle.radius + Rectangle.radius
You can implement distance helper function using the simple distance formula between two points.
link
How to unbind an updating vector to a sprite? I am using Libgdx framework. here is my code
public class VectorSample extends GDX_TEST implements InputProcessor {
Texture ball,bullet,guider;
OrthographicCamera camera;
Vector2 vector = new Vector2();
Vector2 vectoralt = new Vector2();
long lastDropTime;
SpriteBatch batch;
Rectangle rect = new Rectangle();
float angle = 0,anglealt = 0;
private ShapeRenderer renderer;
TextureRegion tr;
Sprite sprite,sprite2;
ShapeRenderer sr;
Ship ship;
BallShit shit;
Vector2 nvec;
protected Vector2 center = new Vector2();
Array<Vector2> bullets;
Array<Rectangle> bulletsRect;
Boolean fire = false;
Rectangle tmpRect = new Rectangle();
#Override
public void create() {
renderer = new ShapeRenderer();
ball = new Texture(Gdx.files.internal("data/player.png"));
bullet = new Texture("data/ball_black.png");
tr = new TextureRegion(ball);
camera = new OrthographicCamera();
camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
ship = new Ship(new Vector2(5, 50), 1, 1, 0, 5f);
sr = new ShapeRenderer();
batch = new SpriteBatch();
Gdx.input.setInputProcessor(this);
rect.width = ball.getWidth();
rect.height = ball.getHeight();
vector.add(200,200);
sprite = new Sprite(ball);
vectoralt.add(200 + sprite.getWidth(),200);
shit = new BallShit(new Vector2(10,0),50f,50f);
bullets = new Array<Vector2>();
getCenter();
bulletsRect = new Array<Rectangle>();
fireatwill2();
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
{
batch.draw(sprite,vector.x,vector.y,sprite.getWidth()/2,sprite.getHeight()/2,sprite.getWidth(),sprite.getHeight(),1,1,angle);
if(fire == true){
for(Rectangle raindrop: bulletsRect) {
batch.draw(bullet,raindrop.x,raindrop.y);
}
}
}
batch.end();
if(Gdx.input.isKeyPressed(Input.Keys.D)){
vector.add(1,0);
if(vector.x > Gdx.graphics.getWidth()){
Gdx.app.log("x","x");
}
}
if(Gdx.input.isKeyPressed(Input.Keys.A)){
vector.add(-1,0);
if(vector.x < 0){
Gdx.app.log("x","-x");
}
}
float w = camera.frustum.planePoints[1].x - camera.frustum.planePoints[0].x;
float distance = w - (vector.x + sprite.getWidth());
if(distance <=0){
vector.x = w - sprite.getWidth();
}
Gdx.app.log("camera x" , " " + distance);
if(distance >= Gdx.graphics.getWidth() - sprite.getWidth()) {
vector.x = 0;
}
if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)){
fire = true;
if(TimeUtils.nanoTime() - lastDropTime > 100000000) fireatwill2();
}
Iterator<Rectangle> iter = bulletsRect.iterator();
while(iter.hasNext()) {
Rectangle raindrop = iter.next();
double angletry = getAngle() * MathUtils.degreesToRadians;
float speed = 5;
float scale_x = (float)Math.cos(angletry);
float scale_y = (float)Math.sin(angletry);
float velocity_x = (speed* scale_x);
float velocity_y = (speed* scale_y);
raindrop.x += velocity_x;
raindrop.y += velocity_y;
if(raindrop.y < 0) iter.remove();
if(raindrop.y > Gdx.graphics.getHeight() || raindrop.x > Gdx.graphics.getWidth()) iter.remove();
}
//getting the angle
float angle = findAngle(Gdx.input.getX(),
Gdx.graphics.getHeight() - Gdx.input.getY());
this.angle = angle % 360;
}
private float getAngle(){
float angle = findAngle(Gdx.input.getX(),
Gdx.graphics.getHeight() - Gdx.input.getY());
return angle;
}
private void fireatwill2() {
Rectangle raindrop = new Rectangle();
raindrop.x = vector.x + sprite.getWidth() / 2 - (bullet.getWidth() / 2);
raindrop.y = vector.y + sprite.getHeight() / 2 - (bullet.getHeight() / 2);
bulletsRect.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
public Vector2 getCenter() {
center.x = vector.x + sprite.getWidth() / 2;
center.y = vector.y + sprite.getHeight() / 2;
return center.cpy();
}
#Override
public void pause() {
super.pause(); //To change body of overridden methods use File | Settings | File Templates.
}
#Override
public void resume() {
super.resume(); //To change body of overridden methods use File | Settings | File Templates.
}
public float findAngle(float x1, float y1) {
Vector2 center = getCenter();
float x0 = center.x;
float y0 = center.y;
float a = MathUtils.atan2(y1 - y0, x1 - x0);
return a * MathUtils.radiansToDegrees;
}
}
and here is the running demo and source is here
I cant explain it well but if you could run the demo u will get what i am saying.
Im really stuck in here.. Thanks.
I'm trying to make a camera for an android app that moves by dragging on the touch screen to drag the camera across. I'm using the Cocos2D engine for my development.
The problem is, whenever you moved your finger on the screen, everything on the screen just disappears instead of moving.
My code is below, I hope someone can help me with this :) Thanks for your time.
#Override
public boolean ccTouchesMoved(MotionEvent event)
{
CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
CGPoint movement = CGPoint.ccpSub(location, previousLocation);
previousLocation = location;
//Update the camera
float[] x = new float[1];
float[] y = new float[1];
float[] z = new float[1];
this.getCamera().getCenter(x, y, z);
CameraPos.x = x[0];
CameraPos.y = y[0];
this.getCamera().getEye(x, y, z);
movement.x = 2 * movement.x * (1 + (z[0]/832));
movement.y = 2 * movement.y * (1 + (z[0]/832));
CameraPos.x = CameraPos.x - Math.round(movement.x);
CameraPos.y = CameraPos.y - Math.round(movement.y);
this.getCamera().setCenter(CameraPos.x, CameraPos.y, 0);
this.getCamera().setEye(CameraPos.x, CameraPos.y, z[0]);
return true;
}
Its fine I got it working nevertheless.
For any who want to know this, I created a class called CameraControls that controls the basic functions of the camera. It isnt finished yet (I'll probably update the code as I make changes such as zoom functionality) but this one allows me to track the touch input perfectly.
import org.cocos2d.nodes.CCDirector;
import org.cocos2d.types.CGPoint;
import org.cocos2d.types.CGSize;
public class CameraControls {
CGSize winSize = CCDirector.sharedDirector().displaySize();
CGPoint CameraPos = CGPoint.ccp(winSize.width, winSize.height);
CGPoint previousLocation;
double minX;
double maxX;
double minY;
double maxY;
public CameraControls(World world)
{
this.loadCamera(world);
}
public void setCameraLimit(float minX, float maxX, float minY, float maxY)
{
this.minX = minX;
this.maxX = maxX;
this.minY = minY;
this.maxY = maxY;
}
public void loadCamera(World world)
{
float[] x = new float[1];
float[] y = new float[1];
float[] z = new float[1];
world.getCamera().getCenter(x, y, z);
CameraPos.x = x[0];
CameraPos.y = y[0];
}
public void trackTouchMovement(CGPoint location, World world)
{
if(previousLocation == null)
{
previousLocation = location;
}
CGPoint movement = CGPoint.ccpSub(previousLocation, location);
previousLocation = location;
float[] x1 = new float[1];
float[] y1 = new float[1];
float[] z1 = new float[1];
world.getCamera().getEye(x1, y1, z1);
CameraPos.x = CameraPos.x + movement.x;
CameraPos.y = CameraPos.y + movement.y;
try
{
if(CameraPos.x >= maxX || CameraPos.x <= minX || CameraPos.y >= maxY || CameraPos.y <= minY)
{
CameraPos = CGPoint.ccpSub(CameraPos, movement);
}
}
catch (NullPointerException e)
{
System.out.println("Invalid values for camera Limits. No Limits applied.");
}
world.getCamera().setCenter(CameraPos.x, CameraPos.y, 0);
world.getCamera().setEye(CameraPos.x, CameraPos.y, z1[0]);
}
public void storePositionAsPrevious(CGPoint pos)
{
previousLocation = pos;
}
public void resetPrevious()
{
previousLocation = null;
}
}
Now that I have a class, I simply create an instance of CameraControls in my class and then do the necessary configuration.
CameraControls camera = new CameraControls(this);
In this case, I want the total area my camera can view to be 3 x the width of the camera, and 3 times the height of the camera, so I set the limits of the camera as the negative width of the camera, the width of the camera, the negative height of the camera and the height of the camera, as the camera starts at (0, 0).
camera.setCameraLimit(-winSize.width, winSize.width, -winSize.height, winSize.height);
Finally, I just add the necessary method calling in ccTouchesBegan, ccTouchesMoved and ccTouchesEnded
#Override
public boolean ccTouchesMoved(MotionEvent event)
{
CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
camera.trackTouchMovement(location, this);
return true;
}
#Override
public boolean ccTouchesEnded(MotionEvent event)
{
camera.resetPrevious();
return true;
}
#Override
public boolean ccTouchesBegan(MotionEvent event)
{
CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
camera.storePositionAsPrevious(location);
return true;
}